Difference between revisions of "Sting"

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{{AttackSpell
 
{{AttackSpell
 
|name=Sting
 
|name=Sting
|formula = 1d(3+Power/5) [[poison]]
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|formula = 1d(3+Power/5)<br>70% [[poison]], 30% physical
 
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|maxdmg = 1d8
 
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'''Sting''' is a level 1 [[Alchemy]]/[[Conjurations]] spell that deals damage on impact, then inflicts the [[poison]] status. Its impact damage is 70% poison and 30% physical; normal monsters take full damage from it, resistant monsters take 53%, and immune monsters take 30%.
  
[[Sting]] is a level 1 [[Transmutation]]/[[Poison Magic]] spell which briefly transforms a limb into a venomous stinger and strikes a target, dealing a small amount of physical and [[poison]] damage and [[poison]]ing the target. Enemies with [[poison resistance]] take about half damage and will be poisoned half the time, while those with complete poison immunity such as the [[undead]] will take 30% damage.
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[[Alchemist]]s start with this spell memorized.
 
 
[[Venom Mage]]s start with this spell memorized.
 
  
 
==Strategy==
 
==Strategy==
Sting is good for softening up targets from a (short) distance or just outright killing poison-vulnerable ones (like the game's many [[list of arthropods|arthropods]]). While low level Venom Mages may wish to switch to [[Poisonous Vapours]] for most of their poisoning needs due to greater range and no miss chance, this spell remains useful for its effect on resistant enemies.
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Sting is decent at softening up targets from a short distance. If you've poisoned the enemy, you can start walking back; the poison will be enough to kill most D:1 and D:2 enemies.  
  
==Monster version==
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[[Mercury Vapours]] is more accurate, and can inflict [[weak]] on foes. In the early game, however, Sting is more MP efficient. Early on, you may want to cast Mercury Vapours once (to get that spell's extra poison), then finish off the foe with Sting. Past the early game, Vapours becomes more efficient overall, so feel free to forget Sting.
Some monsters can cast Sting, which functions identically to the player version.
 
  
{{monsters with spell}}
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While Sting ''can'' do damage to poison immune creatures, it's very low (max. 1d3). In a similar vein, Sting is acceptable against [[endoplasm]]s, but struggles against poison resistant enemies that are any stronger.
  
 
==History==
 
==History==
*Prior to [[0.25]], Sting was a [[Conjurations]]/[[Poison]] spell with range 7, and was entirely useless against targets with [[poison resistance]].
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*Prior to [[0.31]], Sting was a level 1 [[Transmutations]]/[[Poison]] spell.
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*Prior to [[0.25]], Sting was a level 1 [[Conjurations]]/[[Poison]] spell with range 7, and was entirely useless against targets with [[poison resistance]].
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*Prior to [[0.19]], [[Louise]] and some [[wizard (monster)|wizards]] had this spell.

Latest revision as of 11:53, 15 January 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Sting.png Sting
Level 1
School1 Alchemy
School2 Conjuration
Source(s) Book of Cantrips
Young Poisoner's Handbook
Casting noise 1
Spell noise 1
Power Cap 25
Range 3
Flags Dir or target, Needs tracer
Briefly transforms one of the caster's limbs into a long insectoid stinger, which lashes out at the target. The stinger's impact will always poison a susceptible target. Even resistant targets have a chance to be poisoned and immune monsters will be damaged by the physical impact of the stinger.
Spell Details
Damage Formula 1d(3+Power/5)
70% poison, 30% physical
Max Damage 1d8
Max Power 25
Range 3
Targeting Beam
To-hit 8+Power/5
Special

Sting is a level 1 Alchemy/Conjurations spell that deals damage on impact, then inflicts the poison status. Its impact damage is 70% poison and 30% physical; normal monsters take full damage from it, resistant monsters take 53%, and immune monsters take 30%.

Alchemists start with this spell memorized.

Strategy

Sting is decent at softening up targets from a short distance. If you've poisoned the enemy, you can start walking back; the poison will be enough to kill most D:1 and D:2 enemies.

Mercury Vapours is more accurate, and can inflict weak on foes. In the early game, however, Sting is more MP efficient. Early on, you may want to cast Mercury Vapours once (to get that spell's extra poison), then finish off the foe with Sting. Past the early game, Vapours becomes more efficient overall, so feel free to forget Sting.

While Sting can do damage to poison immune creatures, it's very low (max. 1d3). In a similar vein, Sting is acceptable against endoplasms, but struggles against poison resistant enemies that are any stronger.

History